Trumpet Blower

Amandpoun's page

1 post. Alias of TheWaskally.


Full Name

Amandpoun

Race

Prabuddh God-Blooded

Classes/Levels

Gestalt Bard/Godling (eldritch)/30th|Trickster/1

Gender

Male

Size

Medium

Age

47 (looks in his 20s)

Alignment

Chaotic Good

Languages

Common, Celestial, Sylvan, Elven, Draconic, Giant, Dwarven, Aklo, Auran, Drow, Infernal, Aquan , Abyssal, Ignan , Gnome, Terran, Goblin, Gnoll, Halfling, Protean, Necril, Cyclops, Dark Folk, Sphinx, Undercommon, Tengu, Treant

Strength 26
Dexterity 29
Constitution 24
Intelligence 37
Wisdom 39
Charisma 40

About Amandpoun

Initiative: +19 (+4 from Improved Initiative
Senses: Perception +47, Darkvision 120 ft.
-------
AC 50 (35 Touch, 40 FF)(+13 Armor, +9 Dex, +1 Dodge, +2 Natural, +15 Charisma)
Hp 480/480 (1d8 (max) + 7 Con/level, +30 Toughness)
Fast Healing 21
Fort +18, Ref +26, Will +31
Immune Blinded, confused, deafened, fatigued, and exhausted.
-------
Speed 50 ft (50 ft Fly)
Melee rapier of puncturing +24/+19/+14 (1d6 + 13, 18-20/x2)
Multiweapon Fighting rapier of puncturing +22/+17/+12 (1d6 + 13, 18-20/x2)
rapier of puncturing +12/+7/+2 (1d6 + 13, 18-20/x2)
Ranged +24
-------
BAB +15/+10/+5, CMB +23, CMD 47 (55 against disarm and sunder maneuvers)

Spells:
Bard Spells Known
0-level spells - DC 25 summon instrument, message, lullaby, known direction, ghost sounds, open/close
1st-level spells DC 26 cure light wounds, unnatural lust, silent image, hideous laughter, cultural adaptation, alter musical instrument 9/9x/day
2nd-level spells DC 27 calm emotions, cure moderate wounds, detect thoughts, hold person, invisibility, suggestion 9/9x/day
3rd-level spells DC 28 charm monster, cure serious wounds, dispel magic, good hope, major image, remove curse 9/9x/day
4th-level spells DC 29 cure critical wounds, charm person, mass, dominate person, hold monster, speak with plants, serenity 8/8x/day
5th-level spells DC 30 cure light wounds, mass, music of the spheres, dispel magic, greater, heroism, greater, suggestion , mass 8/8x/day
6th-level spells DC 31 cure moderate wounds, mass, charm monster, mass, waves of ecstacy, permanent image, pied piping 8/8x/day
7th-level DC 32 5/5x/day
8th-level DC 33 4/4x/day
9th-level DC 34 3/3x/day
10th-level DC 35 1/1x/day

Godling Spells Known
0-level spells DC 25 prestidigitation, mending, mage hand, ray of frost, dancing lights, detect magic, detect poison, read magic, acid splash
1st-level spells DC 26 identify, magic missile, [i]heightened awareness, celestial healing, protection from evil 9/9x/day
2nd-level spells DC 27 scorching ray, eagle's splendor, knock, angelic aspect, lesser 9/9x/day
3rd-level spells DC 28 fireball, shrink item, magic weapon, greater, nondetgection 9/9x/day
4th-level spells DC 29 dragon's breath, arcane eye, celestial healing, greater, locate creature 8/8x/day
5th-level spells DC 30 teleport, cone of cold, angelic aspect, permanency 8/8x/day
6th-level spells DC 31 chain lightning, telepathy, summon monster VI, celestial sanctum 8/8x/day
7th-level spells DC 32 spell turning, teleport object, limited wish 7/7x/day
8th-level spells DC 33 angelic aspect, greater, polymorph any object, discern location 6/6x/day
9th-level spells DC 34 wish, dominate monster, meteor swarm 6/6x/day
10th-level spells DC 35 6/6x/day
11th-level spells DC 36 6/6x/day
12th-level spells DC 37 6/6x/day
13th-level spells DC 38 5/5x/day
14th-level spells DC 39 3/3x/day

Feats:
Epic Feats:
(21e)Epic Reputation (Epic)
(22e)Master Mage (Epic)
(23e)Legendary Scholar (Epic)
(24e)Inviolate (Epic)
(25e)Master Thief (Epic)
(26e)Epic Skill Focus (Epic), Perform, (string)
(27e)Sublime Luck (Epic)
(28e)Improved Inviolate (Epic)
(29e)Favor's Fortune (Epic)
(30e)Great Charisma
Trickster:
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) 5/5x/day
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) +1d6
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Trickster Attack: Surprise Strike (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
1st-Tier Trickster Path Abilities
Faster than the Eye (Ex)
Few can trace your expert skills of legerdemain. You can use Sleight of Hand to lift or plant objects as a move action with no penalty.

When you use Sleight of Hand to steal something, the target takes a penalty equal to your tier on its Perception check to notice the theft. You can use Sleight of Hand to plant a small object on someone else.

When doing so, you use the same method and bonuses as you would for lifting the same item.


-------
Skills:
6 + 3 + Int mod + 2/Background/level
Acrobatics +72 Versatile Performance, Dance (Ex) (5 Boots of Striding and Springing)
Appraise +27 (11 Rank, 3 Class, 13 Int)
Bluff +89 Versatile Performance, String (Ex) (5 Bracelet of Bargaining)
Climb +13 (2 Rank, 3 Class, 8 Str)
Craft +13 (0 Rank, 0 Class, 13 Int)
Diplomacy +102 Versatile Performance, String (Ex) (4 Persuasive, 9 Epic Reputation, 5 Bracelet of Bargaining)
Disable Device +57 (30 Ranks, 3 Class, 9 Dex, 4 Deft Hands, 9 Master Thief, 2 MW Thieve's Tools)
Escape Artist +83 Versatile Performance, String (Ex)
Fly +79 Versatile Performance, Dance (Ex)[/i] (9 Master Mage)
Heal +19 (2 Ranks, 3 Class, 14 Wis)
Handle Animal +23 (2 Ranks, 3 Class, 15 Cha, 3 Circlet of Persuasion)
Intimidate +35 (6 Ranks, 3 Class, 15 Cha, 2 Persuasive, 6 Epic Reputation, 3 Circlet of Persuasion)
Knowledge (arcana) +70 (30 Ranks, 3 Class, 13 Int, 15 Bardic Knowledge, 9 Legendary Scholar)
Knowledge (dungeoneering) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge)
Knowledge (engineering) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge)
Knowledge (geography) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge)
Knowledge (history) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge)
Knowledge (local) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge)
Knowledge (nature) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge)
Knowledge (nobility) +50 (19 Rank, 3 Class, 13 Int, 15 Bardic Knowledge)
Knowledge (planes) +70 (30 Ranks, 3 Class, 13 Int, 15 Bardic Knowledge, 9 Legendary Scholar
Knowledge (religion) +70 (30 Ranks, 3 Class, 13 Int, 15 Bardic Knowledge, 9 Legendary Scholar)
Linguistics +23 (7 Ranks, 3 Class, 13 Int)
Perception +52 (30 Ranks, 3 Class, 13 Wis, 5 Eyes of the Eagle)
Perform (act) +41 (4 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance)
Perform (comedy) +41 (4 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance)
Perform (dance) +71 (30 Ranks, 3 Class, 15 Cha, 9 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance)
Perform (keyboard instruments) +41 (4 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance)
Perform (oratory) +41 (5 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance)
Perform (percussion) +43 (6 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance)
Perform (sing) +70 (30 Ranks, 3 Class, 15 Cha, 9 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance)
Perform (string) +84 (30 Ranks, 3 Class, 15 Cha, 9 Epic Reputation, 12 Epic Skill Focus, 2 Savant, 3 Circlet of Persuasion, 10 Ring of Inspired Performance)
Perform (wind) +41 (4 Ranks, 3 Class, 15 Cha, 6 Epic Reputation, 3 Circlet of Persuasion, 10 Ring of Inspired Performance)
Profession +19 (bartender) (2 Rank, 3 Class, 14 Wis)
Ride +13 (1 Rank, 3 Class, 9 Dex)
Sense Motive +75 Versatile Performance, String (Ex) (5 Bracelet of Bargaining)
Sleight of Hand +55 (30 Ranks, 3 Class, 9 Dex, 4 Deft Hands, 9 Master Thief)
Spellcraft +55 (30 Ranks, 3 Class, 13 Int, 9 Master Mage)
Stealth +51 (30 Ranks, 3 Class, 9 Dex, 9 Master Thief)
Survival +19 (2 Ranks, 3 Class, 14 Wis)
Swim +13 (2 Ranks, 3 Class, 8 Str)
Use Magical Device +79 Versatile Performance, Dance (Ex) (9 Master Mage)
Class Features (Bard) Notes:

Bardic Performance 79 Rounds/day
List of Bardic Performances:
Countersong (Su)
Distraction (Su)
Fascinate (Su)
Inspire Courage (Su) +6
Inspire Competence (Su) +10
Suggestion (Sp)
Dirge of Doom (Su)
Inspire Greatness (Su)
Soothing Performance (Su)
Frightening Tune (Sp)
Inspire Heroics (Su)
Mass Suggestion (Sp)
Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Expanded Versatility (Ex)
The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.
Lore Master (Ex) 5/5x/day
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Jack of All Trades (Ex)
At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Adoring Fan (Su)
At 20th level, the bard can use his performance to convert even the toughest audience. To be affected, a target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target can attempt a Will save (DC = 10 + half the bard’s level + the bard’s Charisma modifier) to negate the effect. If a creature succeeds at the saving throw, the bard cannot use this ability on that creature again for 24 hours. On a failure, the creature is dominated (as dominate monster) for as long as the bard keeps playing and is charmed (as charm monster) for 1d4 hours thereafter.

Adoring fan is a mind-affecting, compulsion effect that relies on audible and visual components.
*E*P*I*C**B*A*R*D
Bardic Knowledge (Ex)
A bard's epic levels count towards his total class level when calculating the bonus to all Knowledge checks provided by this ability.
Bardic Performance
An epic bard continues to increase the number of rounds per day he can perform by 2 for every level beyond 20. His epic levels also count when calculating the DCs of his Fascinate, Suggestion, Frightening Tune, Mass
Suggestion, and Deadly Performance songs and when calculating how many allies Inspire Greatness or Inspire Heroics can affect.
Damage Bonus (Ex)
An epic bard gains a +1 bonus to all physical damage rolls at 21st
level and every four levels.
Epic Performance (Su)
Beginning at 21st level, an epic
bard's performances transcend anything a non-epic bard could dream of. The bard selects one group of bardic performances and then selects a single bonus from the associated list. The benefits of this bonus are applied to all the performances in that group.

The first group consists of those performances that
enhance their ally's abilities and include Inspire Courage,
Inspire Competence, Inspire Greatness, and Inspire Heroics.
The bard can choose one of the following bonuses, which will
affect all targets of the ability and last as long as the performance's normal bonuses persist. Note that these bonuses
stack with any morale bonuses already provided by the song:
 +2 morale bonus to damage
 +2 morale bonus to CMB/CMD
 +1 morale bonus to AC
 +10 temporary hit points
 +1 morale bonus to saving throws
 +10 feet to base movement speed

The second group are those performances that affect the
bard's enemies and include Fascinate, Suggestion, Dirge of
Doom, Frightening Tune, Mass Suggestion, and Deadly
Performance. He can select one of the following bonuses, but
note that not all necessarily apply to all performances:
 +1 to the DC to resist
 Increase number of targets by +1
 Increase the radius of effect by 10 feet
 Increase Dirge of Doom effect to Frightened and
Frightening Tune effect to Panicked
 If target succeeds on their saving throw to resist, the
performance can be used against them one additional
time within a 24 hour period

Finally, the third group consists only of Soothing Performance. The bard can pick one of the following bonuses:
 Cures Nausea
 Cures Exhaustion
 Cures Frightened or Panicked
 Cures poison as neutralize poison
 Cures disease as remove disease
 Upgrade healing to mass cure critical wounds
 Rounds of performance reduced by 1 (minimum 1)
At 25th level and every four levels, the bard can select an additional group of performances to improve or apply an improvement to an already-enhanced group with multiple instances of the same bonus stacking.
Bonus Class Feat
The epic bard gains a bonus class feat at 22nd level and an additional bonus class feat every two levels (24th, 26th, 28th, etc.). These class feats can be selected from Magic, Morale, and Skill feats.
Inspire Competence (Su)
An epic bard's Inspire Competence increases by +2 at 23rd level and every four levels.
Inspire Courage (Su)
An epic bard's Inspire Courage increases by +1 at 23rd level and every six levels.
Lore Master (Ex)
An epic bard can use his Lore Master class feature one additional time per day at 23rd level and every six levels.

Class Features (Godling, eldrirtch):
Weapon and Armor Proficiency
Eldritch godlings are proficient with simple weapons, but no armor or shields.
Spellcasting
Spell List Selection
An eldritch godling casts spells drawn from a spell list selected when the character is created. Eldritch godlings may choose the list of any class that is a dedicated spellcasting class (one that both has access to 1st level spells at level 1, and that eventually receives 9th level spells). The godling is considered an arcane spellcaster if an arcane spell list is selected, and a divine caster if a divine list is selected. The selected list becomes the class spell list for that particular godling character.
Spellcasting Attribute
An eldritch godling must select an ability score Charisma to fuel her spells when she takes her first level of eldritch godling. This is referred to as her spellcasting attribute. She may select any ability score to act as her spellcasting attribute, but once this choice is made it can never be changed.

To learn or cast a spell, an eldritch godling must have a spellcasting attribute score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch godling’s spell is 10 + the spell level + the eldritch godling’s spellcasting attribute modifier.

Spells Known/Spells Per Day
The eldritch godling can cast any spell she knows without preparing it ahead of time. Like other spellcasters, a godling can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Eldritch Godling Spells Known. In addition, she receives bonus spells per day if she has a high spellcasting attribute score. The eldritch godling’s selection of spells is extremely limited. An eldritch godling begins play knowing four 0 level spells and two 1st level spells of the godling’s choice from her spell list. At each new eldritch godling level, she gains one or more new spells, as indicated on Table: Eldritch Godling Spells Known. (Unlike spells per day, the number of spells an eldritch godling knows is not affected by her spellcasting attribute score. The numbers on Table: Eldritch Godling Spells Known are fixed.)

Eldritch godlings can periodically change their spells known. An eldritch godling does so at 4th level, and every even-numbered level after that (6th, 8th, and so on). At these levels, the godling can choose to learn a new spell in place of one she already knows. In effect, the godling “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the godling can cast from her spell list. A godling may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

An eldritch godling need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Dispel Resistance
Because the spells of eldritch godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godling is considered to have special spell resistance (equal to 10 + godling level) that applies only against dispel and anitmagic effects. This special SR applies to antimagic and dispel affects that ignore normal SR.

When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts.

Concentration
As acts of will, the spells cast by eldritch godlings do not require focused attention to cast. Thus an eldritch godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled. An eldritch godling does still need a free hand to cast spells with somatic components, so a pinned godling may not be able to cast such spells because her hands are also pinned.
Arcane Spell Failure
As long as an eldritch godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for eldritch godlings that select a spell list from a class that does suffer arcane spell failure.
Ascendancy
As expressions of the godling’s innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling’s ascendancy and is divined into minor and major powers. An eldritch godling has one minor and one major ascendancy at 1st level. Eldritch godlings receive additional minor ascendancies at 5th and 9th level, and major ascendancies at 13th and 17th level. Once an ascendancy has been selected, it cannot be changed. An eldritch godling may always select a minor ascendancy instead of a major, if she prefers.
Minor Ascendancies
Common Element Ascendancy (Su)
Choose one of the following damage types: cold, electricity, fire. Whenever you cast a spell from your godling spell list that deals hit point damage, you may change the type of damage it does to your selected damage type. If you do so, the spell loses any of the following descriptors: acid, cold, electricity, fire, force, and sonic. It gains the type of damage it now deals as a descriptor. This ascendancy may be selected more than once.
Good Ascendancy (Su)
Only godlings with a good alignment may select this ascendancy. The godling cannot cast spells with the evil descriptor. The godling may cast any spell that does not include her as a target and is from her godling spell list as a good spell. Such spells gain the [good] descriptor. Evil creatures suffer a –1 penalty to saving throws against spells the godling casts with the good descriptor.
Lineage Domain Travel
The godling gains an additional lineage domain. (Lineage Domains are detailed below.) This ascendancy may be selected more than once.
Swift Casting (Ex)
You can rush many of the lengthier elements of casting a spell. You may cast spells with a casting time of 1 full round as a standard action, and spells with a casting time of greater than 1 full round in half the normal casting time.

When casting a spell with a casting time of 1 full round, the effect of the spell still does not occur until the beginning of your next round (though you are finished casting and the spell can no longer be interrupted, the magic takes time to coalesce).
Major Ascendancies
Uncommon Element (Su)
Choose one of the following damage types: acid, force, sonic. Whenever the godling casts a spell from her godling spell list that deals hit point damage, she may change the type of damage it does to the selected damage type. The spell loses any of the following descriptors: acid, cold, electricity, fire, force, and sonic. It gains the type of damage it now deals as a descriptor. This ascendancy may be selected more than once.
Soothsayer (Sp)
You may cast a spell from the following list by expending a spell slot of at least the listed level: augury (2nd level), clairaudience/clairvoyance (3rd level), commune (5th level), contact other plane (5th level), divination (4th level), identify (1st level), legend lore (6th level), locate object (3rd level), scrying (4th level), vision (7th level). You do not have to meet any material or focus requirements of the spell, but the casting time is 1 minute or the spell’s normal casting time, whichever is longer. You may do this a once a day, +1/5 levels.
Primordial Magic (Sp)
You can invoke primitive, primal magic effects using the raw, unfiltered magic of the cosmos. You may use any of the effects listed below, fueling each with a spell slot or prepared spell of 1st level or higher. Using this ascendancy is a full-round action.
Compel You force one creature within 10 feet per spell slot expended to do your bidding. The creature receives a Will save (DC = 10 +1/2 caster level + highest ability score) to negate this effect. The creature obeys any orders you give, though if a command violates its alignment or puts it in obvious risk it receives an additional save with a +4 bonus. The effect lasts for 1 round, +1 round for every 3 levels of the spell slot used to fuel this power.
Lineage Domain Charm Good Travel Trickery Luck
As a result of their divine bloodline, eldritch godlings gain access to the powers and spells of a cleric domain. Once these domains are selected they cannot be changed. (While the player selects these domains, the godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses her class level for her effective cleric level. A godling uses her spellcasting attribute modifier (rather than her Wisdom modifier) to determine save DCs and uses/day of all her lineage domain powers.

A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers and spells the character has and their effectiveness.
Divine Traits
Divine traits are special powers an eldritch godling gains through her divine heritage. Players may select any divine traits for a godling character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait she possesses (though in some cases higher degrees make lower degrees superfluous).

An eldritch godling gains divine trait ranks at 3rd, 7th, 11th, 15th, and 19th levels. The number of ranks gained increases each time, 1 rank at 3rd level, 2 ranks at 7th, and so on. Each time a godling gains divine trait ranks, she may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).

A godling may save unspent ranks if she wishes, but can only spend them when she gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Battle Lord I (Ex): The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers.

Battle Lord II (Ex): When the godling makes an attack with a weapon with which he is not proficient, he suffers only a –2 penalty (rather than the normal –4). Also, if the godling has the Quick Draw feat, he may put away a weapon, or put away one weapon and draw another, as a free action.

Legendary Beauty I (Ex): Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).

Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level.

Legendary Beauty II (Ex): The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier.

Additionally, creatures within 60 feet of him that can hear or see him who gain a morale bonus (from any source) act as if that bonus were 1 higher. Additionally, so inspired are those who work to assist the godling that if a character takes an aid another action to help him, the godling gains double the normal bonus.

Legendary Beauty III (Su): The godling can focus his resplendent appearance on a single creature, and overwhelm it with his divine demeanor. This counts as a charm monster spell, using the godling’s level as the caster level and with a saving throw of (10 +1/2 level + Con or Cha modifier – whichever is higher). He may use this ability once per day, but may never have more than one creature under the thrall of his beauty at a time. If he focuses his immortal magnificence on a new creature to charm it while a previous charm from this divine trait is still in effect, the previous charm immediately ends.

Legendary Beauty IV (Su): The godling’s loveliness is so great, creatures are loathe to harm him and risk marring his appearance even if they hate him. The godling may add his Constitution or Charisma modifier (whichever is higher) as a bonus to his armor class and saving throws against attacks and effects made by creatures with an Intelligence score who can see him. This has no effect on attacks and effects from mindless sources (such as traps and constructs) or foes who cannot see the godling.

Paramortal I: The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.

Paramortal II: The godling suffers no penalties from the fatigued condition. A godling that is fatigued and gains the condition again becomes exhausted, as normal. The godling gains darkvision out to 60 feet. A godling that already has darkvisions adds 60 feet to her darkvision’s range. The godling ages only 1 year for every 10 years that pass.

Paramortal III: The godling does not need to sleep. If the godling has a class that grants spells that normally require a full night’s sleep, the godling instead regains spells once per day (at a time agreed upon by the player and GM). Preparing spells for the day still requires an hour of meditation. The godling ages only 1 year for every 50 years that pass.

Paramortal IV: The godling is never blinded, confused, deafened, fatigued, or exhausted. The godling does not age, and is immune to magical aging.

Shapeshifter I (Su): The godling may assume one form in addition to his own. This form must be one that can be achieved using either alter self or beast shape I, and the ability functions identically to the spell (except as noted below). This ability allows the godling to change only into his chosen alternate form. The effect lasts for 1 minute per godling level or until he chooses to change back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. Each day, the godling may use this ability once, plus once for every five full godling levels. Source: Genius Guide to the Godling

Shapeshifter II (Su): The godling may select a second form he can assume using Shapeshifter I. Use of this form follows all the rules described in Shapeshifter I. Source: Genius Guide to the Godling

Shapeshifter III (Su): The godling may select a third form he can assume using Shapeshifter I. This form must be one that can be achieved using polymorph. Use of this form follows all the rules described in Shapeshifter I. Source: Genius Guide to the Godling

Shapeshifter IV (Su): The godling may use Shapeshifter I to assume any form he likes. This functions as the spell greater polymorph where the target must be the godling. Duration, number of uses per day, and other details remain the same as described in Shapeshifter I.
Demigod (Ex)
You elevate from the ranks of deifically-blooded heroes to the lower ranks to true divinity. This has several effects, including changing your type to outsider (native).

You gain a cult of worshipers. This functions as the Leadership feat, except that all your followers are adepts, clerics, druids, or other classes that gain access to divine spells, and your cohort is your high priest. You may use sending (as the spell) a number of times per day equal to 1 + your spellcasting attribute modifier (minimum 1) to contact any of your followers or cohort. Clerics that worship you may access any domains associated with your lineage domain ability.

You become much harder to kill. You add your level to the negative hit point value you must reach before dying. If you are ever dropped to negative hit points, you automatically stabilize. Any time an event would normally cause your death (including taking hp damage that exceeds a sufficiently low negative value), you make a DC 20 ability check using your spellcasting attribute. If the check is successful you do not die, instead your hp total resets to a negative value one point shy of dying, and stabilizes.

You can plane shift once per day. This functions as the spell, but you may only use it to access the native plane of your divine parent or the material plane.
*E*P*I*C**G*O*D*L*I*N*G*
Spells
A eldritch godling's epic levels are included when determining their caster level. They continue to gain more spells per day as they increase in level. See able 3-22: Extracts or Spells per Day for Epic Alchemists, Bards, Inquisitors, Magi, and Summoners

Ascendancies
And eldritch godling continues to acquire minor and major ascendancies as he progresses in epic levels.

Spell Boost (Su)
Beginning at 21st level, the epic eldritch godling has focused their energies on improving the magical powers at their disposal. The epic eldritch godling selects one spell from their spells known that they can cast and it gains all of the following bonuses:
 The spell's DC is now equal to 10 + 1/2 the wizard's class level + their Intelligence modifier
 Any bonuses the spell grants to ability scores, armor class, attack rolls, or saving throws increases by +2
 Any bonuses the spell grants to CMB, CMD, damage, or skill checks increases by +4
 +4 bonus to penetrate SR
 +4 bonus to concentration checks.

Epic Cantrip (Sp)
At 21st level, the epic eldritch godling gains tremendous insight into the inner workings of magic, enabling them to tap into truly unprecedented levels of magical energy. They can select any one 1st -level spell in their spells known that they can cast and, from this point on, treat it as if it were a cantrip. The eldritch godling gains one additional 0th -level spell slot, which must be filled with the spell chosen for this ability. When casting the spell as a cantrip, it is treated as a normal 0 th -level spell when determining any associated saving throw DCs, but retains any enhancements from the base spell, such as from the Spell Boost ability. Once a spell has be learned as a cantrip in this fashion, it requires a week of uninterrupted study and attunement to switch it out for a new spell. If the godling does so, they lose access to the cantrip version of the first spell but learn a second spell of the same level as a cantrip in its place.

Bonus Class Feat
The epic eldritch godling gains a bonus class feat as described in the Universal Class Features section at 22nd level and an additional bonus class feat every four levels (26th, 30th, 34th, etc.). These class feats can be selected from Item Creation, Magic, and Metamagic feats.

Lineage Domain
The epic eldritch godlings gain access to the powers and spells of a new cleric domain. Once these domains are selected they cannot be changed.

Divine Traits
Divine traits are special powers an eldritch godling gains through her divine heritage. The epic eldritch godling can choose one already not chosen from the list of divine traits.

Minor Deity
You take your place among the gods. This has several effects:
Your cult of worshipers are now an established religion.
All benefits of Demigod are doubled.
You can plane shift as many times a day as your spellcasting attribute bonus per day. This functions as the spell, but you may only use it to access the native plane of your divine parent or the material plane, or which ever native plane you have decided to call home.


Traits (Social) Savant and (Faith) Ease of Faith
Items:
belt of physical perfection +6, robe of the resplendent thespian, unfettered shirt, eyes of the eagle, boots of striding and springing, gloves of dueling, circlet of persuasion, Headband of Epic Mental Superiority +12 (Epic), amulet of the planes, ring of fast healing 21 (Epic), ring of inspired performance, improved, cape of the montebank, bracelet of bargaining, bag of holding, type IV, portable hole, belt pouch, pocket watch, MW Thieve's Tools w/mithral extenders.
Combat Items
glamered Armor of the Celestial Battalion (Epic), 4 rapiers of puncturing
Contents of Bag and Hole:
Bag of Holding
soap, bedroll, compass, small steel mirror, 3 ink vials, 5 ink pens, 3 pcs. of chalk, chalkboard, stationary (50pcs.), 4 flasks of holy water, hallowed chalice, MW playing cards.
Portable Hole
Large tent, butterfly net, cooler chest, (2) 50ft. spider silk 50ft. rope, 2 bottles of absinthe, 5 bottles of applejack, 2 gallons of mead, 5 bottles of sangwine, burglar outfit, courtesan outfit, noble outfit, large chest, cat burglar kit, courtesan kit, grooming kit, healer's kit, dominos, bowling set.

Wealth 3377239gp. 3sp, 6cp
Carrying Capacity
Light (306 lbs or less); Medium (307-613 lbs.); Heavy (614-920 lbs.)
Current Load: 88lbs.
Height varies, Weight varies, Eyes Golden, Hair Red, Skin Purple
Personality:
Voice/Personality Reference - David Tennant (Doctor Who)
Amandpoun could be the literal definition of amenable: Greater Deities, to homeless beggars; Amandpoun will chat with anyone. Often while playing an instrument at the same time. Give this greater demigod the smallest inkling you wish to hear a melody, and Amandpoun will take it, and likely play it. Amandpoun is pansexual, but prefers females or femme-presenting males as sexual partners. That being said, Amandpoun has taken succubus, dragons, titans, beholders, slime lords, giants, angels, azatas, archons, etc. as lovers in the past.
History:
Amandpoun was born to Alrion, Eldest Son of Arinolus, Greater God of Justice, Service, and Law; and Empyreal Lord Soficia, Angelic Matron of Healing, Magic, and Good. It was said that lady Soficia wept twice after Amandpoun's birth, first when she saw his beautiful face and second when Amandpoun cried for the first time it was pitch perfect.
With Alrion keeping his celestial fortress in Heaven, and Lady Soficia tending court in Nirvana, Amandpoun spent most of his formative years with his mother. In Nirvana, Amandpoun was taught by many members of The Celestial Choir, where he was an eager student, emerging himself in all manner of musical experience; finding the young godling excelled song, string instruments, and dance.
When Amandpoun would visit his father occasionally in Heaven, the young godling was dismayed by the over-reliance on Law and Rules in abundance. Alrion, for his part, tried to teach his sing the importance of Law over Good. Though both higher beings loved each other, they often quarreled about the best way to bring about Goodness in the planes.
Amandpoun's handsomeness truly blossomed during puberty. Lady Soficia was dismayed to find her only son not in his bed, but the quarters of archon generals or high angels. On a dare, Amnadpoun left the celestial realms to travel the Material Planes his grandfather rebuilt. Once the godling found civilization, he was quickly worshiped by many, before even becoming a demigod. Amandpoun has left his mark (and progeny) on thousands of Material Plane worlds, giving Amandpoun the title of: Father of 10,000 Heroes. Wherever Amandpoun traveled, music, crime, generosity, good acts, and angry fathers was left in his wake.